Elder-Basilisk said:Not really. It's really a problem with unlimited duration polymorph-like spells and powers. I also have a problem with dumping physical stats on the basis of an assumption that the character will always be polymorphed (which is what unlimited duration polymorph effects allow). This is particularly problematic in comparisons like this where low-level survivability isn't an issue.
While dumping stats early for later plans is definately not an incredible way to go (in fact, in general terms without another plan in mind it is dumb) it really only works in comparisons like this. In a real game it wouldnt be an issue.
Although, the psychic warrior I made had low str and dex to begin with he would work fine from the ground up, even low levels. His main abilities would be to pop up the claws and swing away with them. They have low damage, but being able to swing twice in a round from early on would make him pretty viable. (psionic body + overchannel + talented would net an extra 6hp at first level and allow for his abilities to work longer.. 2 hours of claws at first level is good, plus an extra level of duration for whatever other powers might need put up)
Even with your build, who is incredibly min/maxed for just this sort of eventuality, isnt all that bad. He is rough and tumble and good at fighting, just like a fighter should be. If he was slightly less min/maxed (as in, you actually wanted to survive your first couple of levels and so put a few extra points into str and/or dex) then he drops down a bit into reasonable character territory.
He has a high ac, but not that much higher than your other guy already had. He is good at grappling and can take out melee brutes better than your other guy (but then your other guy relied on not getting into grapples and spent a feat to help with that anyway so a bit of a wash).
Elder-Basilisk said:At 1 min/level and with the HD cap, I don't really have a difficulty with polymorph spells as such.
I do. With this change they have been relegated to combat use only. I would have much prefered a reduction in choices and a longer duration (or the same old duration).
1 minute/level they have to be very good for what it does, but for normal characters it is just a general buff.
The skin itself costs 80k gp. Not exactly shabby, although it can be very good to certain builds (and worthless for others). How exactly does one price an item that is incredible for some builds and useless for others? Costing more than +9 armor (and taking up a slot) doesnt seem like a horrible place to start.
Your guy really has to worry about it being dispelled (even if that sort of thing doesnt happen very easily) because your armor and weapon are both sized for large creatures. Effectively you would suddenly be much lower in power for d4 rounds + time to activate + time to put armor back on.
Elder-Basilisk said:Yes and no. How many pps does the PsyWar have to spend to be polymorphed each day at 7pp/21 minutes, 9pp/ 41 minutes, or 9pp and some damage/48 minutes? I'm calculating it at a minimum of 270pp/day in order to keep it active 24 hours. (And note that the power is far more vulnerable to dispelling than the skin is since the skin would have to be recognized and individually targetted but the power is eligible for dispelling on a targetted or area dispel). I suspect that the build would be much less efficient if it were forced to use the power rather than the skin.
The psychic warrior wouldnt need to keep it up all 24 hours, merely every now and then as needed. I put the other build at 24 hours because it is much more fun that way (and I dislike reconfiguring stats every few minutes).
Still though, base time is manifestor level in minutes (overchannel is practically free here as the power heals roughly the same as overchannel hurts), then, if needed, dual extend (as it is allowed by the rules, I have yet to see a reason to disallow it even for magic, if they were that worried about spells lasting more than 24 hours simply putting a hardcap on certain things would've solved the problem.. much like cure light wounds does d8+5 at max) it will last for over an hour and takes a standard action to put into place. But it only takes 11 pp. Which is the same amount that a 36k crystal has.
Elder-Basilisk said:A couple more notes on the comparison:
1. I think there's a good Power Attack+Great Cleave+Shock Trooper+Combat Brute+Powerful Charge+Speed of Though+Psionic Charge [+Dodge, Mobility, and Elusive Target to avoid power attack reprisals] PsyWar build out there that would use a maximally augmented Psionic Lion's Charge (quite possibly in combination with Form of Doom if there were time to prepare) and full power attack (reducing AC instead of atk with Shock Trooper) to make a full attack with +41 damage on each one handed weapon or natural attack and +61 damage on each two handed weapon from Power Attack and Psionic Lion's Charge. (Speed of Thought and Psionic Charge are to get around the extremely limiting 3.5 charge rules). Such a character could Great Cleave pit fiends without getting particularly lucky--especially if he had Form of Doom up. And if he doesn't kill everything he charged, he's still got x1.5 or x3 power attack on the next round, courtesy of Combat Brute's Momentum Swing.
So this is saying that psychic warriors are good when they blast out a bunch of pp? ok, yep. I think that has been shown by each of the builds so far

Elder-Basilisk said:(Skin of the Proteus and Centaur form to use the mounted combat feats to multiply damage on the full attack would be even more broken--Spirited Charge with the +7 metaphysical weapon and a 30 strength for +249 damage on each attack with a large lance wielded in two hands).
Mounted combat feats? as a centaur? Well, not in my games, you arent mounted you are 'the mount'. Still, this is no different than simply having a mount and not the skin of the proteus so what is the point exactly?
If there is some rule somewhere that says you can use mounted combat feats while not mounted let me know

Elder-Basilisk said:2. I think we've moved beyond making "viable" builds to full-fledged smackdown builds here (even if we are limited to single-class characters). I suspect that, even though these characters could probably be improved by multiclassing they're reaching into the same ballpark as hyper-optimized characters. Having more options between psionic feats and powers means that there is more range for PsyWars to be either further above or further below the power curve for a "typical" 20th level character than a fighter. In that sense, the PsyWar "kicks more butt." On the other hand, I don't think Fighters have any trouble staying at or even reaching above the power curve for a "typical" 20th level character. Even so, fighters are better suited to team play than to solo play while PsyWar characters can probably handle solo play more easily.
Of course the psychic warrior was based after the fighter in a lot of ways. As I said in the other thread, if the two classes come out about equal overall for combat potential then that means the psychic warrior needs some boosting.
so it looks like a fighter can be useful in combat when he has enough feat sources and is min/maxed to incredible lengths. Which is basically what I said before, not a good class

Oh, and how did you like the expert? lol